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Review: Brothers in Arms: Hell’s Highway
Radioactive IT
Review: Brothers in Arms: Hell’s Highway | Review: Brothers in Arms: Hell’s Highway |
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| by Mike Bantick | |
| Monday, 13 October 2008 | |
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Enemy AI is capable for the majority of the game, but once the patterns are detected, life becomes easier for the player controlling Baker. Nazi cover hopping becomes predictable, as does their reluctance to use grenades, with only a small variety of enemy weapons to deal with. Eventually it becomes a series of join-the-dots-to-victory. Having said this, and despite being for the majority of the game, the guy that hangs back to direct traffic, this is a challenging game. One that makes me glad of the time and place I inhabit in this world. Without the option to ‘reload’ I don’t believe I would have lasted long in the real Operation Market Garden if this game is anywhere close to a reflection of the times. Checkpointing is well paced, though sometimes a reload will have Baker back with different weaponry than when he originally started the mission, on most this is not an issue, but on some, such as the ‘hospital’ level and the ‘sniper rifle’ section it is annoying to restart without the intended weapon, and no way to get it before ending the level. The less time spent on the ‘tank driving’ sections the better. In my opinion, as much fun as it is to drive down the street of a devastated European town, blowing Nazi’s to kingdom come in an armoured beast, it was a distraction from the main story that felt out of place contextually to the game. The game loses some of its cohesion towards the three quarter mark, but all in all, this is a WWII title that should be praised for attempting to tell a mature tale, interwoven with a number of subplots that mostly work. There are some frustrating moments, multiplayer feels wielded on, and from time to time a couple of reality jarring incidents. But a solid and polished title that provides satisfying and intense game-play. 8 jeeps out of 10 |
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